@ mkw101 : Well, I have no problems with having a fixed upper limit of someone's potential ability and since we're playing a video game, it's only natural to categorize that maximum possible talent on a scale in the same way we do with current player attributes. But does that upper end of a player's skill really mean every player will always reach it? Personally I don't believe that, but lets see:
The much more important question should be about the player's development. What must a club provide in order to allow a player to develop to his maximum potential? The club's training facilities must be (very) good and the training schedule - and through coaches its ratings - must work well, either with individual schedules or collectively. What's left then?
Right, only the player itself is left if everything else is optimized already. There may be some attributes like work rate, determination or the (not numerically displayed) personality attributes like ambition which influence the speed of improvement and the maximum level someone can reach. From following my youth training efforts through several years or decades (and during the previous FM games maybe even a century or two) of progress, I know for a fact that the player itself still hugely limits the development, even though all other factors (facilities, coaches, schedules) were close to perfect.
So I'm of the belief that all of those things already exist in the game. The thing is that most of it, beginning with the CA/PA values, is hidden from our view and so we'll never know beforehand how far a player will be able to develop. That doesn't mean the feature doesn't already exist, you just can't access it or calculate it (not even with an ingame editor).
What you're proposing sounds more like a more flexible way to calculate training progress due to external influences. I know that difficulties to settle result in weaker performances in matches, but that's only ever happened to me when I signed foreigners who had no way to communicate with other players. That should already cover your request if it also influences the player's training progress, though it may be an area of the game which could be improved upon. It has to be said however, that I'm happy with the current system of CA/PA and the ambiguous training system which doesn't let you predict a player's accurate training progress. There are certainly many other parts of the newgen system which could be improved without changing too much of a good thing.
On a completely different note, I recently read a preview of Electronic Arts' new FIFA Manager 12. One of those features, a squad analysis screen, sounds fantastic and may just be what gives the game a much needed push from mediocrity. The Football Manager already has had the basics of this feature for the past few years, only you guys know it as the Assistant Manager's Team Report. While our Team Report is limited to a basic 442 lineup, the squad analysis allows one to use your own lineups. Instead of just seeing your best players in an optimal lineup, EA's FIFA Manager will show you which parts of your current match-lineup are strong and which positions need to be strengthened, which players are the most likely rising stars in your team and which (young) players you might want to loan out or sell. There's also the suggestion of players you might want to offer an extended contract, a feature which already exists in a different form in our FM unrelated to the Team Report.
Well, I personally doubt that EA will be able to get this analysis tool to work as well as it sounds, but it certainly drives home the point, don't you think? This squad analysis is something which AI teams will benefit from, which will allow them to make better and hopefully more realistic moves on the transfer market. I believe that the transfer system in FM needs a serious overhaul and now I see something akin to that in a competing product. Of course I want something just as good if not better for my beloved Football Manager.